PC Alpha 19 Dev Diary

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please fix the reload animation and mechanic for the pump shotgun. furthermore once you get that right you could add a lever action rifle! could be a mid tier sniper between the single shot bolt action and magazine fed semi auto! 
we got a mid tier sniper. thats the marksman rifle (i still don't know what that gun is called IRL)

 
Roland
I don't know if im allowed to ask about the animations.
But if so, here goes, If not then can you move it to the dreams.

To add simple unpredictability.

Is it possible, if animations are being adjusted, to first remove just the
death animation and sound, while you retain the kinetic ragdoll and the knock down
animations. Increase the knockdown probability. Remap the bones damage
percentage, while retaining the dismemberment. IE: critcal, nominal, incidental.
Keep the randomized time for getting up, and remove the death xp notification,
"just for deaths".

A player would still receive XP but not as a popup. Presently
majority of the time the second knock down accompanied with a death animation and
sound even if decapitated is a constant. Last subtraction is to remove the mouseover
screen notification for the body the one that says corpse I think. Just exhibit model
name or noting at all.

This would make a major part of the game simply unpredictable. The only real
guarantee of inactivity is decapitation.

No matter if you play run and gun, roleplay, or casual player, all Z designated
entities especially POI sleepers are a renewed threat. The body removal time is
approx 30-60 seconds. If getup time is randomized up to the max time, and a
random proximity variable is added to a knocked down Z, any player would have to
really clear an area.

It would not make them bullet sponges, just make the necessity
for accuracy more relevant. Yet retain all of the Ai interativity of vanilla.

Looking at the pictures with the corpses on the ground you would never know if they
are props, the dead undead, or undead undead waiting to pounce.

4Sheetz from the back seetz

 
Roland
I don't know if im allowed to ask about the animations.
But if so, here goes, If not then can you move it to the dreams.

To add simple unpredictability.

Is it possible, if animations are being adjusted, to first remove just the
death animation and sound, while you retain the kinetic ragdoll and the knock down
animations. Increase the knockdown probability. Remap the bones damage
percentage, while retaining the dismemberment. IE: critcal, nominal, incidental.
Keep the randomized time for getting up, and remove the death xp notification,
"just for deaths".

A player would still receive XP but not as a popup. Presently
majority of the time the second knock down accompanied with a death animation and
sound even if decapitated is a constant. Last subtraction is to remove the mouseover
screen notification for the body the one that says corpse I think. Just exhibit model
name or noting at all.

This would make a major part of the game simply unpredictable. The only real
guarantee of inactivity is decapitation.

No matter if you play run and gun, roleplay, or casual player, all Z designated
entities especially POI sleepers are a renewed threat. The body removal time is
approx 30-60 seconds. If getup time is randomized up to the max time, and a
random proximity variable is added to a knocked down Z, any player would have to
really clear an area.

It would not make them bullet sponges, just make the necessity
for accuracy more relevant. Yet retain all of the Ai interativity of vanilla.

Looking at the pictures with the corpses on the ground you would never know if they
are props, the dead undead, or undead undead waiting to pounce.

4Sheetz from the back seetz
Ahhh... "Rule #2: The Double Tap – Never assume a zombie is dead. Always make sure with a clean shot to the brain."

 
Ahhh... "Rule #2: The Double Tap – Never assume a zombie is dead. Always make sure with a clean shot to the brain."
Would be cool if they add a kick move, a sharp one, a small detail to make us check their *pulse*. And then finish them with whatever we have in hand, if needed. 

 
Maybe wrong thread, but is there any chance of the dreaded Shotgun Lag™ being fixed in A19 with the addition of the new shotgun? Is there even a known cause? Is it even consistent enough to replicate on the dev end? 

For me and several others on Reddit, the shotgun is a notorious source of a weird game stopping lag and has been for several Alpha. When I or my friend use the shotgun and hit a zombie, it will frequently bring the entire game to a halt for several seconds for me, but not for my friend. Like, a 2 fps max slide show, for 2-3 seconds until the game recovers.  I can tell when my friend uses the shotgun within a couple hundred meters of  me, because my game comes to a screeching halt until he stops shooting. Usually with me screaming as suddenly laggy zombies tear me to pieces while I stutter around trying to aim

I've avoided shotguns for a while now because of it, it seems to have something to do with the pellets hitting the zombie. I can't tell if it's AMD related or not, but it's not a lack of hardware as the game runs mostly great else wise

CPU - 2700x

GPU - 1080ti

RAM - 32 GB DDR4

 
Usually my game stutters for 2 sec after I hit like 3 heads with shorty. Dunno what might be the cause behind it. CPU - R5 3600  GPU - Vega56  RAM - 16 GB

 
Some Quality Of Life suggestions for this Alpha or next:

- 4 way entrances for traders

- Shift click any item that's in a work station. To add existing stacks.  Ex. Like iron or clay in forge, etc. 

- Ability to lock inventory slots so they are not affected by move all, take all, sort and future bag and chest sorting features.

- Ability to highlight a recipe and have it displayed on your hud to make gathering ingredients easier.

- Move/drive a little quicker on roads or use  tiny bit less resource.

- Breaching shell for shotguns replaced with dragons breath

- make Yucca Smoothie protect against hot environments. Not cold as it currently does

-  Ability to empty jars/drinks

- Ability to pickup your own spike traps

- Landmine exp 😜

- Colored bulbs/light from a shape selector.

- Ability to choose which map icons you can see and highlight.

That's all for now. 

 
No...all of those were for A18 and there is plenty to poke fun at on both the dev side and the player side of waiting for A19. 

As a side note...you are incorrigible. You'll stop at nothing to advertise your mods in the A19 dev diary... lol

Would be cool if they add a kick move, a sharp one, a small detail to make us check their *pulse*. And then finish them with whatever we have in hand, if needed. 


The XP notification that appears like magic in the bottom right corner of the screen is your pulse check. There isn't the slightest bit of ambiguity about their deaths in vanilla 7 Days to Die. Even without the telltale XP shout out the zombies have unique death animations that are quickly learned, and unique death screams that are quickly learned, and they all get up almost immediately if they aren't dead. I can't believe there is anyone who even gets fooled into assuming a zombie is dead when it isn't. The devs have worked very hard to telegraph final death.

 
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Something I would find fun in the future, a collectors shelf, as an example, it takes a lot of resources to make, but as you finish its collection, which could be a 0.01% chance to find or obtain, could be a fun thing to do, such as....

Find Pimp Figurines - 5% bonus to Zombie Spawns

Normal Zombie Heads - 5% Damage Boost to Regular Zombies

Feral Zombie Heads - 5% Chance to slow to a walk in your presence

Irradiated Zombie Head - 10% Chance for Irradiated Zombie to Explode from a Headshot

Animal Heads - Craftable Wall Trophies of Animals

Building Permits - Blueprints for Buildings Unlocked

Something like that, same as the books but for us to put in our base and show off instead of a menu to look at, i like fun easter eggs in a game that are hard to find, makes it more worth it, imagine someone having a shelf where you could place stuffed animals or figurines, could make some interesting clutter in our homes we build, plus im on board with having colored bulbs for lights, would make for some fun builds and holiday cheer, I can't wait to see the different things coming, those were just odd ideas i had for the collectables.

 
Something I would find fun in the future, a collectors shelf, as an example, it takes a lot of resources to make, but as you finish its collection, which could be a 0.01% chance to find or obtain, could be a fun thing to do, such as....

Find Pimp Figurines - 5% bonus to Zombie Spawns

Normal Zombie Heads - 5% Damage Boost to Regular Zombies

Feral Zombie Heads - 5% Chance to slow to a walk in your presence

Irradiated Zombie Head - 10% Chance for Irradiated Zombie to Explode from a Headshot

Animal Heads - Craftable Wall Trophies of Animals

Building Permits - Blueprints for Buildings Unlocked

Something like that, same as the books but for us to put in our base and show off instead of a menu to look at, i like fun easter eggs in a game that are hard to find, makes it more worth it, imagine someone having a shelf where you could place stuffed animals or figurines, could make some interesting clutter in our homes we build, plus im on board with having colored bulbs for lights, would make for some fun builds and holiday cheer, I can't wait to see the different things coming, those were just odd ideas i had for the collectables.
Before this past week I probably would have disagreed with this but then Animal Crossing entered my home and I now fully appreciate the collection aspect of video gaming. I would be untruthful if I said it was only my wife and daughters caught in its snare.

(pm me for friend codes....)

 
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;)

...I mean, I didn't take the time to make a custom graphic, but ... Yeh.  It's something that should already be in vanilla. 

K, Hitler video it is then.  

 
No...all of those were for A18 and there is plenty to poke fun at on both the dev side and the player side of waiting for A19. 

As a side note...you are incorrigible. You'll stop at nothing to advertise your mods in the A19 dev diary... lol

The XP notification that appears like magic in the bottom right corner of the screen is your pulse check. There isn't the slightest bit of ambiguity about their deaths in vanilla 7 Days to Die. Even without the telltale XP shout out the zombies have unique death animations that are quickly learned, and unique death screams that are quickly learned, and they all get up almost immediately if they aren't dead. I can't believe there is anyone who even gets fooled into assuming a zombie is dead when it isn't. The devs have worked very hard to telegraph final death.


doYgZNs.jpg


 
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